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Current File : C:/nginx/html/JimMartinson/_Archive/CST1794/ExampleFiles/2008.05.01/Handman_ElizabethD.bas
 [beginProgram]

    ' Begin code for #main

    'nomainwin
    WindowWidth = 640
    WindowHeight = 480
    UpperLeftX=int((DisplayWidth-WindowWidth)/2)
    UpperLeftY=int((DisplayHeight-WindowHeight)/2)

    ' Begin GUI objects code

    ' create hangman.graphicbox and load bitmap for the hangman box background.
    graphicbox #main.hangman.graphicbox,   5,  17, 300, 380
    loadbmp "background", "assets\background.BMP"

    ' Create wordToFind.statictext.
    statictext #main.wordToFind.statictext, "",  70, 412, 160,  20
    'statictext #main.statictext9, "ABCDEFGHIJKLMNOPQRSTUVWXYZ", 330, 417, 277,  20

    ' Create difficultyLevel.combobox and difficultyLevel.statictext.
    dim difficultyLevel$(30)
    difficultyLevel$(1) = "7" 'replace with loop that looks for files
    difficultyLevel$(2) = "10"
    ComboboxColor$ = "white"
    statictext #main.difficultyLevel.statictext, "Select a difficulty level", 360,  52, 160,  20
    combobox #main.difficultyLevel.combobox, difficultyLevel$(), [difficultyLevel.combobox.select],  520,  47,  45, 100

    ' Create startGame.btn.
    button #main.startGame.btn,"Start game",[startGame.btn.click], UL, 375,  97,  87,  25

    ' Create exit.btn.
    button #main.exit.btn,"Exit",[exit.btn.click], UL, 495,  97,  36,  25

    ' Setup letter buttons
    button #main.A.btn,"A",letter.btn.click, UL, 350, 207,  20,  25
    button #main.B.btn,"B",letter.btn.click, UL, 370, 207,  20,  25
    button #main.C.btn,"C",letter.btn.click, UL, 390, 207,  20,  25
    button #main.D.btn,"D",letter.btn.click, UL, 410, 207,  20,  25
    button #main.E.btn,"E",letter.btn.click, UL, 430, 207,  20,  25
    button #main.F.btn,"F",letter.btn.click, UL, 450, 207,  20,  25
    button #main.G.btn,"G",letter.btn.click, UL, 470, 207,  20,  25
    button #main.H.btn,"H",letter.btn.click, UL, 490, 207,  20,  25
    button #main.I.btn,"I",letter.btn.click, UL, 510, 207,  20,  25
    button #main.J.btn,"J",letter.btn.click, UL, 530, 207,  20,  25
    button #main.K.btn,"K",letter.btn.click, UL, 550, 207,  20,  25
    button #main.L.btn,"L",letter.btn.click, UL, 570, 207,  20,  25
    button #main.M.btn,"M",letter.btn.click, UL, 590, 207,  20,  25
    button #main.N.btn,"N",letter.btn.click, UL, 350, 232,  20,  25
    button #main.O.btn,"O",letter.btn.click, UL, 370, 232,  20,  25
    button #main.P.btn,"P",letter.btn.click, UL, 390, 232,  20,  25
    button #main.Q.btn,"Q",letter.btn.click, UL, 410, 232,  20,  25
    button #main.R.btn,"R",letter.btn.click, UL, 430, 232,  20,  25
    button #main.S.btn,"S",letter.btn.click, UL, 450, 232,  20,  25
    button #main.T.btn,"T",letter.btn.click, UL, 470, 232,  20,  25
    button #main.U.btn,"U",letter.btn.click, UL, 490, 232,  20,  25
    button #main.V.btn,"V",letter.btn.click, UL, 510, 232,  20,  25
    button #main.W.btn,"W",letter.btn.click, UL, 530, 232,  20,  25
    button #main.X.btn,"X",letter.btn.click, UL, 550, 232,  20,  25
    button #main.Y.btn,"Y",letter.btn.click, UL, 570, 232,  20,  25
    button #main.Z.btn,"Z",letter.btn.click, UL, 590, 232,  20,  25

    ' Create guessesLeftLabel.statictext and guessesLeftNumber.statictext.
    statictext #main.guessesLeftLabel.statictext, "Guesses left:", 360, 282, 103,  20
    statictext #main.guessesLeftNumber.statictext, "7", 460, 282, 20, 20

    ' End GUI objects code

    ' Open and setup #main
    open "Hangman" for window as #main

    ' Play some music
    playwave "assets\music.wav", loop
[startGame]
    guessesLeft = 7
    print #main.guessesLeftNumber.statictext, str$(guessesLeft)
    wordFound$ = "_" 'stop win before start

    ' Clear hangman.graphicbox
    print #main.hangman.graphicbox, "down; fill white; flush ;up"
    ' Insert background image
    print #main.hangman.graphicbox, "drawbmp background -40 -70"
    ' Disable the startGame.btn.
    print #main.startGame.btn, "!disable"
    ' Position pen in hangman_graphicbox_
    print #main.hangman.graphicbox, "color lightgray; size 1; home; up; north; go 100; turn 270; go 50; up; flush"
    print #main.hangman.graphicbox, "posxy xVar yVar"
    ' Build gallow Top
    print #main.hangman.graphicbox, "goto "+str$(xVar)+" "+str$(yVar-25)+"; color brown; size 6; down; north; go 40; up; flush"
    print #main.hangman.graphicbox, "color darkred; size 14; down; turn 90; go 170; up; flush"
    print #main.hangman.graphicbox, "color lightgray; size 1; up; turn 180; go 80; up; flush"
    print #main.hangman.graphicbox, "color darkred; size 12; down; turn 225;go 113.137085; up; flush"
    print #main.hangman.graphicbox, "color lightgray; size 1; up; turn 225; go 80; up; flush"
    print #main.hangman.graphicbox, "color darkred; size 14; down; turn 180; go 280; up; flush"
    ' Build gallow Base
    print #main.hangman.graphicbox, "color darkred; size 14; down; turn 90; go 200; up; flush"
    print #main.hangman.graphicbox, "color lightgray; size 1; up; turn 180; go 30; up; flush"
    print #main.hangman.graphicbox, "color darkred; size 14; down; turn 90; go 50; up; flush"
    print #main.hangman.graphicbox, "color lightgray; size 1; up; turn 180; go 50; up; flush"
    print #main.hangman.graphicbox, "color lightgray; size 1; up; turn 90; go 140; up; flush"
    print #main.hangman.graphicbox, "color darkred; size 14; down; turn 90; go 50; up; flush"
    ' Set #main fonts.
    print #main, "font arial 12"
    print #main.guessesLeftNumber.statictext, "!font arial 14 bold"
    ' Trap close
    print #main, "trapclose [quit.main]"
    ' Hide letter.btns
    gosub [letter.btn.hide]
    counter = 0
    [waitloop]
    scan
    counter = counter+1
    print guessesLeft,counter

    if guessesLeft = 0 then
        notice "You lose!"
        goto [askToPlayAgain]
    end if

    if instr(wordFound$,"_") = 0 then
        notice "You won!"
        goto [askToPlayAgain]
    end if

    goto [waitloop]

    [askToPlayAgain]
    'put our code here!
    wait

[difficultyLevel.combobox.select]   'Perform action for the combobox named 'difficultyLevel.combobox'
    print #main.startGame.btn, "!enable"
    print #main.difficultyLevel.combobox, "selection? selected$"
    numberOfLettersInWord = val(selected$)
    wordToFind$ = getWord$(numberOfLettersInWord)
    notice wordToFind$
    print #main.startGame.btn, "!setfocus"
    ' set wordFound$ and display underscores
    wordFound$ = ""
    for i = 1 to numberOfLettersInWord
        wordFound$ = wordFound$ + "_ "
    next i
    print #main.wordToFind.statictext, wordFound$
    goto [waitloop]

[exit.btn.click]   'Perform action for the button named 'exit.btn'
goto [quit.main]
    'Insert your own code here


'function getWord$(letterCount)
'Gets a random word of the length letterCount for use in the game
function getWord$(letterCount)
    filename$ = "assets/"+str$(letterCount)+".txt"
    select case letterCount
        case 4
            open filename$ FOR RANDOM AS #1 LEN=5
            FIELD #1,_     ' set up the fields for file opened as #1
            4 AS word$,_ ' The record number
            1 AS delimeter$
        case 5
            open filename$ FOR RANDOM AS #1 LEN=6
            FIELD #1,_     ' set up the fields for file opened as #1
            5 AS word$,_ ' The record number
            1 AS delimeter$
        case 6
            open filename$ FOR RANDOM AS #1 LEN=7
            FIELD #1,_     ' set up the fields for file opened as #1
            6 AS word$,_ ' The record number
            1 AS delimeter$
        case 7
            open filename$ FOR RANDOM AS #1 LEN=8
            FIELD #1,_     ' set up the fields for file opened as #1
            7 AS word$,_ ' The record number
            1 AS delimeter$
        case 8
            open filename$ FOR RANDOM AS #1 LEN=9
            FIELD #1,_     ' set up the fields for file opened as #1
            8 AS word$,_ ' The record number
            1 AS delimeter$
        case 9
            open filename$ FOR RANDOM AS #1 LEN=10
            FIELD #1,_     ' set up the fields for file opened as #1
            9 AS word$,_ ' The record number
            1 AS delimeter$
        case 10
            open filename$ FOR RANDOM AS #1 LEN=11
            FIELD #1,_     ' set up the fields for file opened as #1
            10 AS word$,_ ' The record number
            1 AS delimeter$
        case 11
            open filename$ FOR RANDOM AS #1 LEN=12
            FIELD #1,_     ' set up the fields for file opened as #1
            11 AS word$,_ ' The record number
            1 AS delimeter$
        case 12
            open filename$ FOR RANDOM AS #1 LEN=13
            FIELD #1,_     ' set up the fields for file opened as #1
            12 AS word$,_ ' The record number
            1 AS delimeter$
        case 13
            open filename$ FOR RANDOM AS #1 LEN=14
            FIELD #1,_     ' set up the fields for file opened as #1
            13 AS word$,_ ' The record number
            1 AS delimeter$
        case 14
            open filename$ FOR RANDOM AS #1 LEN=15
            FIELD #1,_     ' set up the fields for file opened as #1
            14 AS word$,_ ' The record number
            1 AS delimeter$
        case 15
            open filename$ FOR RANDOM AS #1 LEN=16
            FIELD #1,_     ' set up the fields for file opened as #1
            15 AS word$,_ ' The record number
            1 AS delimeter$
        case 16
            open filename$ FOR RANDOM AS #1 LEN=17
            FIELD #1,_     ' set up the fields for file opened as #1
            16 AS word$,_ ' The record number
            1 AS delimeter$
        case 17
            open filename$ FOR RANDOM AS #1 LEN=18
            FIELD #1,_     ' set up the fields for file opened as #1
            17 AS word$,_ ' The record number
            1 AS delimeter$
        case 18
            open filename$ FOR RANDOM AS #1 LEN=19
            FIELD #1,_     ' set up the fields for file opened as #1
            18 AS word$,_ ' The record number
            1 AS delimeter$
        case 19
            open filename$ FOR RANDOM AS #1 LEN=20
            FIELD #1,_     ' set up the fields for file opened as #1
            19 AS word$,_ ' The record number
            1 AS delimeter$
        case 20
            open filename$ FOR RANDOM AS #1 LEN=21
            FIELD #1,_     ' set up the fields for file opened as #1
            20 AS word$,_ ' The record number
            1 AS delimeter$
        case 21
            open filename$ FOR RANDOM AS #1 LEN=22
            FIELD #1,_     ' set up the fields for file opened as #1
            21 AS word$,_ ' The record number
            1 AS delimeter$
        case 22
            open filename$ FOR RANDOM AS #1 LEN=23
            FIELD #1,_     ' set up the fields for file opened as #1
            22 AS word$,_ ' The record number
            1 AS delimeter$
        case 23
            open filename$ FOR RANDOM AS #1 LEN=24
            FIELD #1,_     ' set up the fields for file opened as #1
            23 AS word$,_ ' The record number
            1 AS delimeter$
        case 24
            open filename$ FOR RANDOM AS #1 LEN=25
            FIELD #1,_     ' set up the fields for file opened as #1
            24 AS word$,_ ' The record number
            1 AS delimeter$
        case 25
            open filename$ FOR RANDOM AS #1 LEN=26
            FIELD #1,_     ' set up the fields for file opened as #1
            25 AS word$,_ ' The record number
            1 AS delimeter$
        case 26
            open filename$ FOR RANDOM AS #1 LEN=27
            FIELD #1,_     ' set up the fields for file opened as #1
            26 AS word$,_ ' The record number
            1 AS delimeter$
        case 27
            open filename$ FOR RANDOM AS #1 LEN=28
            FIELD #1,_     ' set up the fields for file opened as #1
            27 AS word$,_ ' The record number
            1 AS delimeter$
        case 28
            open filename$ FOR RANDOM AS #1 LEN=29
            FIELD #1,_     ' set up the fields for file opened as #1
            28 AS word$,_ ' The record number
            1 AS delimeter$
        case 29
            open filename$ FOR RANDOM AS #1 LEN=30
            FIELD #1,_     ' set up the fields for file opened as #1
            29 AS word$,_ ' The record number
            1 AS delimeter$ 
    end select
    wordCount = int(lof(#1)/(letterCount+1))
    'print lof(#1),lof(#1)/(letterCount+1), wordCount
    recordToRead = int(rnd(1)*wordCount)+1
    'print "recordToRead=";recordToRead
    get #1,recordToRead
    close #1
    getWord$ = word$
end function

sub hangman.graphicbox.drawArmLeft
    ' Draw left arm
    print #main.hangman.graphicbox, "color lightgray; size 1; turn 180; up; go 60; up; flush"
    print #main.hangman.graphicbox, "color black; size 6; down; turn 300; go 60; up; flush"
end sub

sub hangman.graphicbox.drawArmRight
    ' Draw right arm
    print #main.hangman.graphicbox, "color lightgray; size 1; turn 180; up; go 60; up; flush"
    print #main.hangman.graphicbox, "color black; size 6; down; north; turn 60; go 60; up; flush"
end sub

sub hangman.graphicbox.drawHead
   ' Draw head
    print #main.hangman.graphicbox, "color lightgray; size 1; home; up; north; go 100; turn 270; go 50; up; flush"
    print #main.hangman.graphicbox, "posxy xVar yVar"
    'notice "X:"+str$(xVar)+" Y:"+str$(yVar)
    print #main.hangman.graphicbox, "color black; size 6; down; circle 25; up; flush"
end sub

sub hangman.graphicbox.drawLegLeft
    ' Draw left leg
    print #main.hangman.graphicbox, "color lightgray; size 1; turn 180; up; go 80; up; flush"
    print #main.hangman.graphicbox, "color black; size 6; down; north; turn 165; go 80; up; flush"
end sub

sub hangman.graphicbox.drawLegRight
    ' Draw right leg
    print #main.hangman.graphicbox, "color lightgray; size 1; turn 180; up; go 60; up; flush"
    print #main.hangman.graphicbox, "color lightgray; size 1; north; turn 180; up; go 60; up; flush"
    print #main.hangman.graphicbox, "color black; size 6; down; north; turn 195; go 80; up; flush"
end sub

sub hangman.graphicbox.drawTorso
    ' Draw torso
    print #main.hangman.graphicbox, "color lightgray; size 1; turn 270; up; go 25; up; flush"
    print #main.hangman.graphicbox, "color black; size 6; down; go 80; up; flush"
end sub

' Handles click of a letter.btn
sub letter.btn.click buttonhandle$
    global wordToFind$
    buttonLetter$ = mid$(buttonhandle$,7,1)
    'notice "The button handle (";buttonLetter$;")is ";buttonhandle$;"  Goodbye."
    print #buttonhandle$, "!hide"
    ' Search for the letter in the wordToFind$
    'notice "wordToFind$="+wordToFind$
    letterFoundAt = instr(lower$(wordToFind$),lower$(buttonLetter$))
    'notice str$(letterFoundAt)+" "+buttonLetter$+" ["+wordToFind$+"]"
    if letterFoundAt = 0 then
        ' Letter not found in wordToFind$.
        call letterNotFound buttonLetter$
    else
        ' Letter found in wordToFind$.
        call letterFound letterFoundAt,buttonLetter$
    end if
end sub

[letter.btn.hide]
for i = 1 to 26
    buttonhandle$ = "#main."+chr$(i+64)+".btn"
    'notice "hide ";buttonhandle$
    print #buttonhandle$, "!hide"
next i
return

[letter.btn.show]
for i = 1 to 26
    buttonhandle$ = "#main."+chr$(i+64)+".btn"
    'notice "show ";buttonhandle$
    print #buttonhandle$, "!show"
next i
return

sub letterFound letterFoundAt,buttonLetter$
    global wordFound$
    'notice str$(letterFoundAt)+" "+buttonLetter$+" ["+wordFound$+"]"
    ' Display letter in word.
    [nextLetter]
    wordFoundPosition = letterFoundAt*2-1
    wordFound$ = mid$(wordFound$,1,wordFoundPosition-1) + buttonLetter$ + mid$(wordFound$,wordFoundPosition+1)
    print #main.wordToFind.statictext, wordFound$
    letterFoundAt = instr(lower$(wordToFind$),lower$(buttonLetter$),letterFoundAt+1)
    if letterFoundAt > 0 then goto [nextLetter]
    ' Check if won game. End game if they did.
end sub

sub letterNotFound buttonLetter$
    global guessesLeft
    ' Display part of the body.
    SELECT CASE guessesLeft
        CASE 7
            call hangman.graphicbox.drawHead
        CASE 6
            call hangman.graphicbox.drawTorso
        CASE 5
            call hangman.graphicbox.drawArmLeft
        CASE 4
            call hangman.graphicbox.drawArmRight
        CASE 3
            call hangman.graphicbox.drawLegRight
        CASE 2
            call hangman.graphicbox.drawLegLeft
        CASE 1
            'Draw noose?
        CASE 0
    END SELECT
    ' Take away a guess.
    guessesLeft = guessesLeft-1
    print #main.guessesLeftNumber.statictext, str$(guessesLeft)

    ' Check if last guess. End game if it is. This is done by [waitloop]
end sub

[quit.main] 'End the program
    playwave ""
    unloadbmp ("background")
    close #main
    end

[startGame.btn.click]   'Perform action for the button named 'btn_StartGame'
    gosub [letter.btn.show]
    goto [waitloop]


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